// Copyright 叶湘 ( weixin:yexiang841, email:yexiang841@qq.com ), Shitouren Studio. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Property/Q3D_CPPE_PropertyName.h"
#include "Property/Q3D_CPPE_PropertyInit.h"
#include "Q3D_CPPS_PropertyInit.generated.h"

/**
 * 
 */
USTRUCT(BlueprintType, Category = Q3D_PropertyInit, meta = (Tooltip = "属性初始化结构体(C++)"))
struct FQ3D_CPPS_PropertyInit : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_PropertyInit, meta = (Tooltip = "属性名"))
	EQ3D_CPPE_PropertyName Enum_PropertyName = EQ3D_CPPE_PropertyName::LIVE_HP_NOW;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_PropertyInit, meta = (Tooltip = "是否启用"))
	bool Bool_Active = true;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_PropertyInit, meta = (Tooltip = "最小值"))
	int32 Int_Min = 0;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_PropertyInit, meta = (Tooltip = "最大值"))
	int32 Int_Max = 0;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_PropertyInit, meta = (Tooltip = "按何种方式赋值"))
	EQ3D_CPPE_PropertyInit Enum_PropertyInit = EQ3D_CPPE_PropertyInit::Init_Random;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_PropertyInit, meta = (Tooltip = "仅用于按整数值赋值"))
	int32 Int_Value = 0;
};
